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-   -   [REL] AI launched torpedoes (https://www.subsim.com/radioroom/showthread.php?t=154068)

Hitman 09-09-09 02:42 PM

Me idiot should have readed further upwards :oops: sorry to have wasted your time.

Some more ideas:

What about trying the AI for the HEDGEHOGS? Those things will only make the AI engage submarines, but are released with a certain lead against the target and explode on contact with it :hmmm:

What about the AI for depth charges? Also leads the target, and the whole ship that throws them must actually aim at the correct spot.

Captain America 09-09-09 02:53 PM

Some innovative stuff going on here..very impressive! :up:

DarkFish 09-09-09 04:24 PM

Quote:

Originally Posted by keltos01 (Post 1169149)
Darkfish : I can hardly wait !!! :D

about the salvo : could it be according to the type of AI boat ? like the Gato fires 6, Porpoise 4 etc ???

could they fire a stern salvo ?

keltos

stern salvo, bow salvo, port salvo, starboard salvo, salvo with torpedoes heading back to the ship, salvo with flying torpedoes... they can fire any salvo you want:yeah:

also, hedgehogs and DCs might use target leading but they require the ship to be right on target too. Besides, From the results of polyfiller's tests and my knowledge of the spawning of objects... I've come to suspect the launcher-mounted-on-dummy-gun-idea might actually work...

polyfiller 09-10-09 04:19 AM

One of my ideas.... actually work ???....... I can see college life is already warping your judgement Darkfish :D

DarkFish 09-10-09 07:41 PM

Quote:

Originally Posted by polyfiller (Post 1169486)
One of my ideas.... actually work ???....... I can see college life is already warping your judgement Darkfish :D

whaddya mean? Me mudgegent is prefactly ok! [hips]
:()1:

polyfiller 09-11-09 08:57 AM

Just as I thought :har:

keltos01 09-11-09 09:08 AM

Quote:

Originally Posted by DarkFish (Post 1169964)
whaddya mean? Me mudgegent is prefactly ok! [hips]


:()1::()1::()1:

BELGIAN BEER IS BEST ;)

keltos

DarkFish 09-13-09 03:30 PM

Quote:

Originally Posted by keltos01 (Post 1170186)
:()1::()1::()1:

BELGIAN BEER IS BEST ;)

keltos

Mr. Heineken, Mr. Amstel and Mr. Bavaria enter a pub and the barkeeper asks: "What do you want to drink?" Mr. Heineken answers: "A Heineken beer for me please," and Mr. Amstel says: "An Amstel pilsner for me." "And you, Mr. Bavaria?" the barkeeper asks. Mr. Bavaria answers: "Well, give me a coca-cola please 'cause if they're not drinking beer I'm not gonna do it either!":()1:


Small update on the torpedoes, I've been able to recreate polyfillers launchers and I know what causes the problem. I'm now trying to come up with a solution.

keltos01 09-13-09 03:44 PM

Quote:

Originally Posted by DarkFish (Post 1171350)
Mr. Heineken, Mr. Amstel and Mr. Bavaria enter a pub and the barkeeper asks: "What do you want to drink?" Mr. Heineken answers: "A Heineken beer for me please," and Mr. Amstel says: "An Amstel pilsner for me." "And you, Mr. Bavaria?" the barkeeper asks. Mr. Bavaria answers: "Well, give me a coca-cola please 'cause if they're not drinking beer I'm not gonna do it either!":()1:


Small update on the torpedoes, I've been able to recreate polyfillers launchers and I know what causes the problem. I'm now trying to come up with a solution.

:har::har::har:

keltos

polyfiller 09-13-09 06:25 PM

Darkfish - during a sober moment :O:, could you let me know what causes the turrets to rotate the wrong way ? Thanks. :salute:

DarkFish 09-14-09 11:14 AM

Quote:

Originally Posted by polyfiller (Post 1171458)
Darkfish - during a sober moment :O:, could you let me know what causes the turrets to rotate the wrong way ? Thanks. :salute:

Now that I'm sober...:O:

...I think I got it working! I still need to do some final testing and tweaking, but in a test run at a 13kt target @2000m approximately the right lead is used, and lead changes if the target changes course/speed:DL

For anyone interested, the way I got it working was by attaching the launcher to a dummy node attached to a dummy launcher attached to a dummy node attached to a dummy cannon...
so in short it might be easier to wait a few days for me to release them:shifty:

now Back to the Beer:()1:
:03:

polyfiller 09-14-09 05:31 PM

So Fer - let me get this right ... the real launcher has to be mounted on four or five dummy nodes to make it aim right.... I'm not sure if you're still drunk now ... or had to be drunk to work out how to arrive at this solution.... in fact I suspect it took something stronger than alcohol.... whatever it was I suggest you stay on it :|\\

Anyhow .... if it works ... then wow .... you've pushed the barriers back just that little but more. Can you upload the code somewhere to I can start to use it in the subs & DD models ?

keltos01 09-27-09 08:11 AM

any progress ? I would like those subs Darkfish !

thanks

keltos

iambecomelife 09-27-09 11:58 AM

Good news!

I would like to try to use a clone of the torpedo nodes for mines, so that we can have real mine layers ingame - hopefully more news later.

DarkFish 09-27-09 02:22 PM

Quote:

Originally Posted by keltos01 (Post 1179449)
any progress ? I would like those subs Darkfish !

thanks

keltos

Not much, I've been very busy at university lately. I did encounter a new bug however when shooting from ranges of 2000 m and beyond. I'll see if I can fix it.
The AI subs are finished and waiting for uploading - which is next weekend at the very least due to my crappy internet.

Quote:

Originally Posted by iambecomelife (Post 1179553)
Good news!

I would like to try to use a clone of the torpedo nodes for mines, so that we can have real mine layers ingame - hopefully more news later.

hmmm, guns only fire when an enemy ship is encountered.:hmmm:
I recommend using a rotating dummy arm with a dummy node at its end spawning a mine using waterinteraction each time it hits the water so that it continuously spawns mines, also when there's no enemy in sight. You can set the rotation speed by adding an animation to the dummy arm. See what I mean?:03:


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